Book Image

SFML Game Development By Example

By : Raimondas Pupius
Book Image

SFML Game Development By Example

By: Raimondas Pupius

Overview of this book

Simple and Fast Multimedia Library (SFML) is a simple interface comprising five modules, namely, the audio, graphics, network, system, and window modules, which help to develop cross-platform media applications. By utilizing the SFML library, you are provided with the ability to craft games quickly and easily, without going through an extensive learning curve. This effectively serves as a confidence booster, as well as a way to delve into the game development process itself, before having to worry about more advanced topics such as “rendering pipelines” or “shaders.” With just an investment of moderate C++ knowledge, this book will guide you all the way through the journey of game development. The book starts by building a clone of the classical snake game where you will learn how to open a window and render a basic sprite, write well-structured code to implement the design of the game, and use the AABB bounding box collision concept. The next game is a simple platformer with enemies, obstacles and a few different stages. Here, we will be creating states that will provide custom application flow and explore the most common yet often overlooked design patterns used in game development. Last but not the least, we will create a small RPG game where we will be using common game design patterns, multiple GUI. elements, advanced graphical features, and sounds and music features. We will also be implementing networking features that will allow other players to join and play together. By the end of the book, you will be an expert in using the SFML library to its full potential.
Table of Contents (21 chapters)
SFML Game Development By Example
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

What is a state?


Before we get into any kind of implementation, it's necessary to understand what we're dealing with. If you've been reading up on any kind of game development material before, you probably came across the term state. It can mean different things, depending on its context. In this case, a state is any one of the many different layers of your game, like the main menu, the intro that plays before the menu is shown, or the actual game-play. Naturally, each one of these layers has its own way of updating itself and rendering its contents onto the screen. The game developer's job when utilizing this system is to break down a given problem into separate, manageable states and transitions between them. This essentially means that if you are presented with the problem of having a menu in the game, the solution would be creating two states, one for the menu and one for your game-play, and transitioning between the two at appropriate times.